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Decker help [SR5]

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Whiskeyjack

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« Reply #15 on: <11-27-15/1049:59> »
Decker leader could be interesting, would've figured that'd be pure face domain, or sam. That last idea sounds like it could be fun otherwise
Your issue here is two archetypes with virtually no overlap in attributes or skills, meaning mediocre dice pools all around if you go all-in on both.
Playability > verisimilitude.

Danny Montanny

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« Reply #16 on: <11-27-15/1250:14> »
Decker leader could be interesting, would've figured that'd be pure face domain, or sam. That last idea sounds like it could be fun otherwise
Your issue here is two archetypes with virtually no overlap in attributes or skills, meaning mediocre dice pools all around if you go all-in on both.

I guess I should've been more clear about what I meant. I was talking about acting as a leader for combat maneuver tests. As well as being seen as the team's leader in the field. They're the ones that will have the most information as well as the most knowledge skill points. Wasn't talking about the Leadership skill.

Whiskeyjack

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« Reply #17 on: <11-27-15/1457:47> »
Yeah I was thinking something more like face with Leadership. Decker a are in a great position to be the Small Unit Tactics experts, both mechanically (likely to have high INT) and narratively (streaming camera feeds and monitoring enemy comms to best direct the team around obstructions).
Playability > verisimilitude.

ryanstark1989@yahoo.com

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« Reply #18 on: <11-27-15/1735:17> »
Ah nice, yeah fresnel i think was what I thought of before, the host addendum is good to know re: location. Yeah, I could go small unit tactics route, that might make things interesting. think ill toss in common sense too, that seems to not be a bad idea especially if i'm going to be rusty at first.

I'm thinking if I decide to toss in minor rigger stuff it'll suck pretty bad, at least barring raising reaction any (8 dice with a maxed pilot groundcraft, plus 1 die from control rig? seems a waste, but 9 dice may not be entirely awful.) and gunnery is a total crapshoot which would be the main other draw of having rigger things, I'd think. Would be kind of silly to have pretty decent decking and then rigging tossed in as a sort of afterthought, but it's not like i ever see dedicated riggers playing often, so perhaps better than nothing.

Whiskeyjack

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« Reply #19 on: <11-27-15/1806:35> »
If you're just doing drones, you don't need a rig, you just need an RCC. Jumping into drones is not a good idea, as they are incredibly fragile. Jumping into a van with a water cannon, on the other hand...
Playability > verisimilitude.

ryanstark1989@yahoo.com

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« Reply #20 on: <11-27-15/1830:33> »
hmm what would you suggest? RCC for drones which probably give more utility  or add more crap to a vehicle that seems to be trying VERY hard to be an ares roadmaster when it grows up?

Whiskeyjack

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« Reply #21 on: <11-27-15/1834:19> »
If you're dipping into rigging, probably drones.

1 point of Pilot: Ground and good Edge should cover emergency driving if the normal wheelman is out of commission.

Just my 2 nuyen.
Playability > verisimilitude.

ryanstark1989@yahoo.com

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« Reply #22 on: <11-27-15/1915:49> »
gotcha, makes sense. As a small caveat, can you do effectively a series connection between deck, RCC, and drones? Or rather more specifically... can you slave an RCC to the deck, and the drones to the RCC? sounds hack-y to me, but I can't find anything that addresses that...

Whiskeyjack

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« Reply #23 on: <11-28-15/0000:37> »
I don't think a slave can also be a master.

Also once you form a persona on the deck to go into VR, it can no longer be master or slave, IIRC.
Playability > verisimilitude.

ryanstark1989@yahoo.com

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« Reply #24 on: <11-28-15/0232:22> »
ahhh, well hmm. Altered build now accounting for suggestions:

Qualities: Common Sense, Overclocker, Perfect Time, Quick Config, Creature of Comfort (Middle), Distinctive Style, Weak Immune System; 10 karma spent on nuyen

Attributes:
BOD 2
AGI 1(2)
REA 2
STR 1(2)
CHA 2 (+1 from karma)
INT 6(7)
LOG 5(7)
WIL 5
EDG 5

Skills:

Electronics skill group 5
Armorer 1
Chemistry (+1 from karma)
Cybercombat 6 (Devices)
Demolitions 6
Electronic Warfare 6
First Aid (+1 from karma)
Hacking 6 (Files)
Perception 6
Pilot Ground Craft 1
Pilot Walker 2

Cyberware:

Antennae (should I just have one or multiple?)
Control Rig (Rating 1, Used)
Datajack (Used)
Muscle Replacement (Rating 1, Used)
Cerebellum Booster (Rating 1)
Cerebral Booster (Rating 2)

Gear/ETC

Microtronica Azteca 300 (Baby Monitor, Agent 4, Exploit, Virtual Machine, Signal Scrub, Sneak, Stealth, Wrapper, Toolbox, Smoke & Mirrors)
Scratch-Built Junk
Fake Sin 4 (Cyberdeck, Explosives, Restricted Cyberware, Drone, Driver licences)

Vehicles/Drones

GMC Bulldog Step-Van (Morphing License Plate, Spoof Chips, Chameleon Coating, Smuggling Compartment (Troll), Rigger Interface, Tool Shop (Demolitions/decking stuff))
Ares Duelist (lol)